Cassianno's Recent Forum Activity

  • Cassianno I'm sorry I didn't understand properly. Do you mean you confirm it's not working as intended? Or that you had no problem with it and the square was hiding when a character is moving and displaying when not moving. If it's the latter, did you try to move both characters? I think only one of them who has the highest UID causes the issue.

    Yeah, the way i tested it worked as supposed ("no bug"). I don't remember if i tried with both characters tho, maybe i tried only with the lowest UID one.

    Anyway, the other thread linked before indeed proves that there's a bug.

  • It is def a bug.

  • Cassianno

    I really tried to make an example as simple as possible to understand but I'm not sure I succeeded:

    Here's how it breaks down

    If click on Character then Pick only this Character

    Character (UID = 1) and Character (UID = 2) (Same object)

    One Character is on top of Zone A, and second Character is on top of Zone B

    EVENT:

    Pick selected Character only (After click on Character)              < C2 IGNORES THIS
    	
    	If Character is over Zone A
    	OR
    	if Character is over Zone B
    	
    		If Character is 8-Directions Moving
    		OR
    		If Character is Pathfinding Moving on Path
    			
    			Hide Blue Square
    
    		If Character is NOT 8-Directions Moving
    		OR
    		If Character is NOT Pathfinding Moving on Path
    
    			Show Blue Square[/code:1232xrn1]
    			
    So the fact that there are OR blocks in the middle of the event in sub-events, C2 ignores the "Pick only this instance of the object" instead it picks all objects so the behavior doesn't work as intended. The blue square should react only to the selected Character where here it's also affected by the 2nd one who's not selected. You pick a character, you move it over a zone, this should hide the blue square and show it only when character stops moving over the zone. But blue square is still displayed because the 2nd character which SHOULDN'T be picked is over a zone and not moving.
    

    I actually downloaded your capx at zipfile and tested. Worked as you said it's supposed to. Ive put both characters on a zone and while moving one, the blue square wasn't displayed.

  • You can also have a obj_uid instance variable that is setup whenever you create/spawn the objects, making it easier to pick correct instances, like dop suggested.

  • (...)

    Sprite1 DragDrop is dragging
    
       Sprite2 var=foo    -> Sprite2 set x to 100
       or
       Sprite2 var=bar
    
       Else        -> Sprite2 set x to 200
    [/code:96xj18pe]
    (...)
    

    The way the code is put, i think the problem lies on Construct messing with the OR and Else, last being used against "Sprite2 var=bar" only.

    Telyko by looking quickly couldn't it be a logic problem?

    I'm at work so can't see your example.

  • It'll be easier to help if you provide an example capx

  • I don't know this sprite; whats the expected result?

  • Everything is hackeable.

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  • Obligatory bump: C2 now takes around 25 seconds to open and there's no Welcome screen at all (with recent projects and such).

    Damn son!

  • What do you want then? Testers?

    It could be because you're the dev but it indeed could be the game. Btq i'm also not considering that you don't like this type of game, as you choosed this to be done, right?

  • Old topic so kinda sorry to bump it, but i think this is a really interesting theme to have been put aside.

    If others join the conversation too, i think we can have a really good discussion about pros and cons of each type of monetization, share general tips like content or market-wise.

    I'll start by contributing with 3 videos i watched yesterday and giving my overall idea/opinion about the topics.

    1) How to Design In-Game Purchases

    2) Monetize: The Seven Deadly Sins of Game Monetization

    3.a) Doing Free to Play Wrong - How Bad Monetization Harms F2P Games - Extra Credits

    3.b) Microtransactions - What Does Good Monetization Look Like? - Extra Credits

    MY (read, PERSONAL) opinion on those videos:

    Of those 3, i think the most professional and "tip-giving" video is the number 2. I think the mistakes shown are really on point and the strategies shared seemed organic and not so much intrusive.

    Number 1 is kinda "ok-ish". Few useful tips but i really hate the way the presentor said it was ok to have "god like" mode on the games. I mean, i know he was being generic and not saying games do need god mode purchases, but the way he put it, that he expressed himself.... "No can do" for me.

    Number 3 is the video (i know, two vids... but consider it as only 1 giving pros and cons) that i liked the most. "Maybe" (i know this is the reason, so the "") because this is the way i think too, but that i also think that doesn't hurt players at all. Whoever wants to (and/or can) spend will be spending, whilst not having that huge advantage above f2p dudes. Heck, f2p dudes are needed as much as paying users, and those videos showed this. I REALLY liked how he said exactly what i think but couldn't put on paper: It's ok to sell a convenience but not power. Simply and straight.

    By the way, i'm with OP: really hate ads. I know it's a way to earn too, with the impressions or an IAP to remove them, but i share his concern that it gives a "cheap" feeling to the game.

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Cassianno

Member since 2 Mar, 2012

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